[16px] RPG16 - A clean and stylized texture pack

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Hugues Ross
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[16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

Image

About
RPG16 is a texturepack designed to give a more stylized pixel art look to Minetest. The pack takes inspiration from classic SNES-era JRPGs in its general presentation.

Currently, only a small number of mods/games are supported. More will be coming over time, so if you'd like to see something specific added, don't hesitate to ask!

Supported Games
  • Ctf
  • Minetest Game
  • Repixture
Supported Mods
  • 3D Armor
  • Awards
  • Baked Clay
  • Caverealms
  • Email
  • Ethereal NG
  • Handholds
  • HBArmor
  • HBHunger
  • HBSprint
  • Hudbars
  • Lava Stuff
  • Magma Conduits
  • Minetest Wadsprint
  • Mobs Monster
  • Mobs Redo
  • More Blocks
  • More Ores
  • More Trees
  • Multitools
  • Simple Shooter
  • Stamina
Screenshots
+ Spoiler
Download
You can download the pack from ContentDB here.
Additionally, you can always download fresh releases as they're created here. Just open the download menu on the right for the release you want and select 'stamp'

Other Links This is my first time making a texture pack, so all feedback is appreciated!
If you have any questions, comments, requests, or concerns, feel free to make them known.
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Last edited by Hugues Ross on Sun Jan 26, 2020 23:14, edited 4 times in total.

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voxelproof
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Re: [16px] RPG16 - A clean and stylized texture pack

by voxelproof » Post

Thanks for the great work. This tp is amazingly beautiful, that's what I can only say. It sorta reminds me of Heroes of Might&Magic II which imo had the best fairy-tale-like graphics of all the series. Excellent job, really, a must-have for every MT user.

Image

Image
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Re: [16px] RPG16 - A clean and stylized texture pack

by texmex » Post

Excellent, high quality textures! I sense a new classic!
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Re: [16px] RPG16 - A clean and stylized texture pack

by CalebJ » Post

Mmmm, I got to check this out :) It looks really nice!
Will support for mods like ethereal and moretrees be in the works? And since you've already included support for caverealms, what about Hume2's mod, underch?
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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

CalebJ wrote:Will support for mods like ethereal and moretrees be in the works? And since you've already included support for caverealms, what about Hume2's mod, underch?
Yes, they will. I have a pretty long list of mods that I'd like to support eventually, moretrees and underch were already on there. I've put all three on the (much shorter) higher-priority list now, which I'm sorting by interest.

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Re: [16px] RPG16 - A clean and stylized texture pack

by Chem871 » Post

Very nice tx pk.
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Re: [16px] RPG16 - A clean and stylized texture pack

by TheBluePineapple » Post

+1

I'd like to request support for the multitools mod
[INTERESTING TEXT HERE]

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Re: [16px] RPG16 - A clean and stylized texture pack

by LMD » Post

Adorable.
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texmex
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Re: [16px] RPG16 - A clean and stylized texture pack

by texmex » Post

I wonder if you can share your palette in the repo so that mod makers such as myself may use it in order to align with your TP for times that you don’t have time or interest in supporting some mod? I believe this is a golden opportunity to establish this pack as wide as possible in the community and thus ”fan support” may be increased by providing said palette. An art style guide would of course be excellent to have as well, but that’s a lot of work in and of itself.

I’m also curious about your pipeline. What does export.sh do? :)
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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

I don't have any sort of official palette. Setting something like that up is on my long-term todo list, but it probably won't happen anytime soon. However, 99% of my textures use indexed color, so the palette for each texture is available within it.

Honestly, I worry a little about people trying to match their mods to RPG16. It makes sense within the context of something like a game or server that uses my textures by default, but if people start RPG16-ifying their mods then everyone else will have to deal with the stylistic clash. I would honestly prefer to see official mod textures follow Minetest Game's lead, and have authors submit merge requests or something if they want to fit in with a particular texture pack. Either way, I'll see about writing some quick guidelines about how to match my art style, I'm no teacher but I can at least put the basic ideas down.

export.sh and stamp.sh are mostly there to simplify the process of 'shipping' the pack, though export.sh is also useful for development. Together, the scripts ensure that I can work comfortably on textures without having to manually update anything when producing releases.
  • export.sh rsyncs all png textures to a specified location, and also converts gif source files into a format that Minetest expects (that is, it auto-generates spritesheets).
  • stamp.sh is purely for making new releases, it 'stamps' versioning information into both screenshot.png and texture_pack.conf so that I never have to update them manually. In the future, I plan to procedurally generate screenshot.png from random terrain textures but we're not there yet.
If you're curious about any particular branch, just click 'build-textures' in this menu:
Image
...and you'll get a fully playable snapshot of the texture pack. All commits on gitlab are exported into a playable version (this means any branch can be very easily tested), and tags are also stamped so I can upload the complete archive directly to ContentDB. If they add an API for pushing versions in the future, I'll probably see about adding a CD process to skip that step as well.

As for my workflow, it's pretty simple. I use AwesomeWM with 9 workspaces bound to my numpad, letting me very rapidly switch programs. I use 4 workspaces when producing textures:
  • Fullscreen Firefox, for finding/examining references
  • Fullscreen GrafX2, for producing textures
  • Fullscreen Minetest, for testing
  • Ranger (1 tab in rpg16, 1 tab in the folder of the mod I'm texturing) and urxvt split side-by-side, for file management and export
I also set up my environment to have export.sh export textures directly to my .minetest folder, so I only have to close and re-open the current world to see the changes. It may seem a little unconventional, but I assure you that this workflow is pretty efficient for me.

And now, back to texturing :D

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Re: [16px] RPG16 - A clean and stylized texture pack

by CalebJ » Post

Very nice update with the ethereal :D I cannot wait for the next update!
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Re: [16px] RPG16 - A clean and stylized texture pack

by Steamed_Punk » Post

I said i would have a look ;-)
Like i said before, this is a really nice, clear, crisp texture_pack. You have managed to keep an even balance with the tones and colours.
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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

Update v1.1.1
I wanted to wait until the ContentDB version was approved, but it looks like that's going to be a while longer.
In the meantime, you can grab a copy here and install it manually.
EDIT: It's up now, so you can grab the latest version directly from the content tab. I'll leave the download link for those who prefer manual installation though.

What's New?
This update adds support for 6 new mods:
  • 3D Armor
  • Baked Clay
  • Ethereal
  • Multitools
  • Lavastuff
  • Stamina
Screenshots:
+ Spoiler
It also supports the version of MTG that's shipping with 5.1.0, though I've held off on adding a 9-slice background to keep this release backwards-compatible for 5.0 clients. I plan to add it later, but I'll probably wait a few months to give people time to upgrade first...

Lastly, the torch texture has been changed:
Image
It was pointed out that the split flame was pretty weird looking, so I took some time to redraw it in a way that masks the effect better.

Just as a reminder: If something looks off or broken to you, don't hesitate to point it out. With the sheer number of textures I've produced, I can't give as much care to each one as I would to a single finished piece of art. Most textures turn out fine regardless, but it's hard to determine what needs another pass without outside feedback.

And of course, you're always free to request mod/game support.

Enjoy the update!
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Re: [16px] RPG16 - A clean and stylized texture pack

by texmex » Post

The quality of this tp is insanely good. Those armors are absolutely stunning.
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Re: [16px] RPG16 - A clean and stylized texture pack

by Melkor » Post

this is top quality :D

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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

Update v1.2.0

Available on ContentDB, as always!


What's New?
This update adds support for 2 new games!!! These games are:
  • Ctf
  • Repixture
Not every texture in these games was replaced, it looks like they have a few unused or already style-fitting textures so I left those as-is for the time being. If you see anything weird or undone for no clear reason, please report it.


This update also adds support for 5 new mods:
  • Email
  • HBSprint
  • Minetest Wadsprint
  • More Trees
  • Simple Shooter
There's one more change, which some folks may find contentious... I've added sun and moon textures, and yes they are round:
+ Spoiler
Only time will tell how this goes down...


Not finding something you want? Remember, you're always free to request mod/game support.

Enjoy the update!
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Hugues Ross
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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

Oh right, almost forgot but I also added a first-draft style guide here.
As a non-artist I've never written a proper art style guide before, and I'm also not sure if that's really what people are looking for either... I'm open to feedback.

Lastly, a quick warning: I plan to increment the minimum supported Minetest release to 5.1.0 for RPG16 v1.3.0. This is for the reason I described in the v1.1.0 release, in the worst-case scenario where you cannot update Minetest for some reason you should be able to make some simple manual changes to keep using new RPG16 releases, but I don't plan any sort of official support for this. This will likely happen months from now, probably after Minetest 5.2.0 comes out, but I wanted to give a quick heads-up.

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Re: [16px] RPG16 - A clean and stylized texture pack

by Hugues Ross » Post

Quick note to anyone playing Repixture with RPG16:

If you update the game to the new 1.2.0 release, please grab the corresponding update to RPG16 (1.2.1) to ensure that all models are textured properly. I recommend doing these updates either way, since many (all?) of the graphical fixes in Repixture 1.2.0 were requested for better RPG16 support!

The update is now live on ContentDB at the usual spot. have a nice day!

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Re: [16px] RPG16 - A clean and stylized texture pack

by minerman » Post

Stunning textures, probably one of the best for minetest imho, alongside REFI and pixel perfection
Hugues Ross wrote:Oh right, almost forgot but I also added a first-draft style guide here.
As a non-artist I've never written a proper art style guide before, and I'm also not sure if that's really what people are looking for either... I'm open to feedback.
You are not an artist?, but how you draw all these beautiful textures?

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Re: [16px] RPG16 - A clean and stylized texture pack

by texmex » Post

Hugues Ross wrote:Oh right, almost forgot but I also added a first-draft style guide here.
This is pretty awesome. It opens up for possible external contributions. I guess one thing I miss would be a defined color palette that should be applied to all textures.
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Re: [16px] RPG16 - A clean and stylized texture pack

by KatzEyez » Post

Very clean! I really like the smoothness of your textures!
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